Refactoring for parallel processing of islands, collision detection and constraint solving.
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef PARALLELPHYSICSENVIRONMENT
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#define PARALLELPHYSICSENVIRONMENT
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#include "CcdPhysicsEnvironment.h"
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class ParallelIslandDispatcher;
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/// ParallelPhysicsEnvironment is experimental parallel mainloop for physics simulation
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/// Physics Environment takes care of stepping the simulation and is a container for physics entities.
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/// It stores rigidbodies,constraints, materials etc.
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/// A derived class may be able to 'construct' entities by loading and/or converting
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class ParallelPhysicsEnvironment : public CcdPhysicsEnvironment
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{
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public:
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ParallelPhysicsEnvironment(ParallelIslandDispatcher* dispatcher=0, OverlappingPairCache* pairCache=0);
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virtual ~ParallelPhysicsEnvironment();
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/// Perform an integration step of duration 'timeStep'.
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bool proceedDeltaTimeOneStep(float timeStep);
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};
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#endif //PARALLELPHYSICSENVIRONMENT
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